]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_sprites.c
fix a bunch of pointer type warnings introduced by the change to const parameters...
[xonotic/darkplaces.git] / r_sprites.c
index 0a44499e9b4633d4984c8d10819f30d702be6970..741a913d9a187f5d4ce4594bfda9a6c24d601f15 100644 (file)
 #include "quakedef.h"
 
-void R_ClipSpriteImage (entity_t *e, msprite_t *psprite, frameblend_t *blend, vec3_t origin, vec3_t up, vec3_t right)
+// LordHavoc: disabled lerping
+#define LERPSPRITES
+
+#ifdef LERPSPRITES
+void R_ClipSpriteImage (vec3_t origin, vec3_t left, vec3_t up)
 {
        int i;
        mspriteframe_t *frame;
        vec3_t points[4];
        float fleft, fright, fdown, fup;
-       frame = ((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[0].frame;
+       frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[0].frame;
        fleft  = frame->left;
        fdown  = frame->down;
        fright = frame->right;
        fup    = frame->up;
-       for (i = 1;i < 4 && blend[i].lerp;i++)
+       for (i = 1;i < 4 && currentrenderentity->frameblend[i].lerp;i++)
        {
-               frame = ((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[i].frame;
+               frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame;
                fleft  = min(fleft , frame->left );
                fdown  = min(fdown , frame->down );
                fright = max(fright, frame->right);
                fup    = max(fup   , frame->up   );
        }
-       points[0][0] = origin[0] + fdown * up[0] + fleft  * right[0];points[0][1] = origin[1] + fdown * up[1] + fleft  * right[1];points[0][2] = origin[2] + fdown * up[2] + fleft  * right[2];
-       points[1][0] = origin[0] + fup   * up[0] + fleft  * right[0];points[1][1] = origin[1] + fup   * up[1] + fleft  * right[1];points[1][2] = origin[2] + fup   * up[2] + fleft  * right[2];
-       points[2][0] = origin[0] + fup   * up[0] + fright * right[0];points[2][1] = origin[1] + fup   * up[1] + fright * right[1];points[2][2] = origin[2] + fup   * up[2] + fright * right[2];
-       points[3][0] = origin[0] + fdown * up[0] + fright * right[0];points[3][1] = origin[1] + fdown * up[1] + fright * right[1];points[3][2] = origin[2] + fdown * up[2] + fright * right[2];
-       R_Clip_AddPolygon(&points[0][0], 4, sizeof(float[3]), false, R_Entity_Callback, e, NULL, NULL);
+       // FIXME: reverse these in loader to save time
+       fleft = -fleft;
+       fright = -fright;
+       points[0][0] = origin[0] + fdown * up[0] + fleft  * left[0];points[0][1] = origin[1] + fdown * up[1] + fleft  * left[1];points[0][2] = origin[2] + fdown * up[2] + fleft  * left[2];
+       points[1][0] = origin[0] + fup   * up[0] + fleft  * left[0];points[1][1] = origin[1] + fup   * up[1] + fleft  * left[1];points[1][2] = origin[2] + fup   * up[2] + fleft  * left[2];
+       points[2][0] = origin[0] + fup   * up[0] + fright * left[0];points[2][1] = origin[1] + fup   * up[1] + fright * left[1];points[2][2] = origin[2] + fup   * up[2] + fright * left[2];
+       points[3][0] = origin[0] + fdown * up[0] + fright * left[0];points[3][1] = origin[1] + fdown * up[1] + fright * left[1];points[3][2] = origin[2] + fdown * up[2] + fright * left[2];
+       R_Clip_AddPolygon(&points[0][0], 4, sizeof(float[3]), false, R_Entity_Callback, currentrenderentity, NULL, NULL);
 }
-
-void R_ClipSprite (entity_t *e, frameblend_t *blend)
+#else
+void R_ClipSpriteImage (vec3_t origin, vec3_t left, vec3_t up)
 {
-       vec3_t forward, right, up, org;
-       msprite_t *psprite;
-
-       if (!blend[0].lerp)
-               return;
+       int i;
+       mspriteframe_t *frame;
+       vec3_t points[4];
+       float fleft, fright, fdown, fup;
+       frame = NULL;
+       for (i = 0;i < 4 && currentrenderentity->frameblend[i].lerp;i++)
+               frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame;
+       fleft  = frame->left;
+       fdown  = frame->down;
+       fright = frame->right;
+       fup    = frame->up;
+       // FIXME: reverse these in loader to save time
+       fleft = -fleft;
+       fright = -fright;
+       points[0][0] = origin[0] + fdown * up[0] + fleft  * left[0];points[0][1] = origin[1] + fdown * up[1] + fleft  * left[1];points[0][2] = origin[2] + fdown * up[2] + fleft  * left[2];
+       points[1][0] = origin[0] + fup   * up[0] + fleft  * left[0];points[1][1] = origin[1] + fup   * up[1] + fleft  * left[1];points[1][2] = origin[2] + fup   * up[2] + fleft  * left[2];
+       points[2][0] = origin[0] + fup   * up[0] + fright * left[0];points[2][1] = origin[1] + fup   * up[1] + fright * left[1];points[2][2] = origin[2] + fup   * up[2] + fright * left[2];
+       points[3][0] = origin[0] + fdown * up[0] + fright * left[0];points[3][1] = origin[1] + fdown * up[1] + fright * left[1];points[3][2] = origin[2] + fdown * up[2] + fright * left[2];
+       R_Clip_AddPolygon(&points[0][0], 4, sizeof(float[3]), false, R_Entity_Callback, currentrenderentity, NULL, NULL);
+}
+#endif
 
-       psprite = Mod_Extradata(e->render.model);
+int R_SpriteSetup (int type, float org[3], float left[3], float up[3])
+{
+       float matrix1[3][3], matrix2[3][3], matrix3[3][3];
 
-       if (psprite->type == SPR_ORIENTED)
+       VectorCopy(currentrenderentity->origin, org);
+       switch(type)
        {
+       case SPR_VP_PARALLEL_UPRIGHT:
+               // flames and such
+               // vertical beam sprite, faces view plane
+               VectorNegate(vpn, matrix3[0]);
+               matrix3[0][2] = 0;
+               VectorNormalizeFast(matrix3[0]);
+               //VectorVectors(matrix3[0], matrix3[1], matrix3[2]);
+               //VectorNegate(matrix3[1], matrix3[1]);
+               matrix3[1][0] = matrix3[0][1];
+               matrix3[1][1] = -matrix3[0][0];
+               matrix3[1][2] = 0;
+               matrix3[2][0] = 0;
+               matrix3[2][1] = 0;
+               matrix3[2][2] = 1;
+               break;
+       case SPR_FACING_UPRIGHT:
+               // flames and such
+               // vertical beam sprite, faces viewer's origin (not the view plane)
+               VectorSubtract(currentrenderentity->origin, r_origin, matrix3[0]);
+               matrix3[0][2] = 0;
+               VectorNormalizeFast(matrix3[0]);
+               //VectorVectors(matrix3[0], matrix3[1], matrix3[2]);
+               matrix3[1][0] = matrix3[0][1];
+               matrix3[1][1] = -matrix3[0][0];
+               matrix3[1][2] = 0;
+               matrix3[2][0] = 0;
+               matrix3[2][1] = 0;
+               matrix3[2][2] = 1;
+               break;
+       default:
+               Con_Printf("R_SpriteSetup: unknown sprite type %i\n", type);
+               // fall through to normal sprite
+       case SPR_VP_PARALLEL:
+               // normal sprite
+               // faces view plane
+               VectorCopy(vpn, matrix3[0]);
+               VectorNegate(vright, matrix3[1]);
+               VectorCopy(vup, matrix3[2]);
+               break;
+       case SPR_ORIENTED:
                // bullet marks on walls
-               AngleVectors (e->render.angles, forward, right, up);
+               // ignores viewer entirely
+               AngleVectorsFLU (currentrenderentity->angles, matrix3[0], matrix3[1], matrix3[2]);
                // nudge it toward the view, so it will be infront of the wall
-               VectorSubtract(e->render.origin, vpn, org);
-               // don't draw if it's a backface
-               if (DotProduct(r_origin, forward) > (DotProduct(org, forward) - 1.0f))
-                       return;
+               VectorSubtract(org, vpn, org);
+               break;
+       case SPR_VP_PARALLEL_ORIENTED:
+               // I have no idea what people would use this for
+               // oriented relative to view space
+               // FIXME: test this and make sure it mimicks software
+               AngleVectorsFLU (currentrenderentity->angles, matrix1[0], matrix1[1], matrix1[2]);
+               VectorCopy(vpn, matrix2[0]);
+               VectorNegate(vright, matrix2[1]);
+               VectorCopy(vup, matrix2[2]);
+               R_ConcatRotations (matrix1[0], matrix2[0], matrix3[0]);
+               break;
+       }
+
+       // don't draw if view origin is behind it
+       //if (DotProduct(org, matrix3[0]) < (DotProduct(r_origin, matrix3[0]) - 1.0f))
+       //      return true;
+
+       if (currentrenderentity->scale != 1)
+       {
+               VectorScale(matrix3[1], currentrenderentity->scale, left);
+               VectorScale(matrix3[2], currentrenderentity->scale, up);
        }
        else
        {
-               // normal sprite
-               VectorCopy(vup, up);
-               VectorCopy(vright, right);
-               VectorCopy(e->render.origin, org);
-               // don't draw if it's a backface
-               if (DotProduct(org, vpn) < (DotProduct(r_origin, vpn) + 1.0f))
-                       return;
+               VectorCopy(matrix3[1], left);
+               VectorCopy(matrix3[2], up);
        }
+       return false;
+}
 
+void R_ClipSprite (void)
+{
+       vec3_t org, left, up;
 
-       if (e->render.scale != 1)
-       {
-               VectorScale(up, e->render.scale, up);
-               VectorScale(right, e->render.scale, right);
-       }
+       if (currentrenderentity->frameblend[0].frame < 0)
+               return;
+
+       if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, left, up))
+               return;
 
        // LordHavoc: interpolated sprite rendering
-       R_ClipSpriteImage(e, psprite, blend, org, up, right);
+       R_ClipSpriteImage(org, left, up);
 }
 
-void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, byte red, byte green, byte blue, int alpha)
+int spritepolyindex[6] = {0, 1, 2, 0, 2, 3};
+
+void GL_DrawSpriteImage (int fog, mspriteframe_t *frame, int texture, vec3_t origin, vec3_t up, vec3_t left, float red, float green, float blue, float alpha)
 {
-       byte alphaub;
-       alphaub = bound(0, alpha, 255);
-       transpolybegin(R_GetTexture(frame->texture), 0, R_GetTexture(frame->fogtexture), currententity->render.effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
-       transpolyvertub(origin[0] + frame->down * up[0] + frame->left  * right[0], origin[1] + frame->down * up[1] + frame->left  * right[1], origin[2] + frame->down * up[2] + frame->left  * right[2], 0, 1, red, green, blue, alphaub);
-       transpolyvertub(origin[0] + frame->up   * up[0] + frame->left  * right[0], origin[1] + frame->up   * up[1] + frame->left  * right[1], origin[2] + frame->up   * up[2] + frame->left  * right[2], 0, 0, red, green, blue, alphaub);
-       transpolyvertub(origin[0] + frame->up   * up[0] + frame->right * right[0], origin[1] + frame->up   * up[1] + frame->right * right[1], origin[2] + frame->up   * up[2] + frame->right * right[2], 1, 0, red, green, blue, alphaub);
-       transpolyvertub(origin[0] + frame->down * up[0] + frame->right * right[0], origin[1] + frame->down * up[1] + frame->right * right[1], origin[2] + frame->down * up[2] + frame->right * right[2], 1, 1, red, green, blue, alphaub);
-       transpolyend();
+       rmeshinfo_t m;
+       float v[4][4], st[4][2];
+       memset(&m, 0, sizeof(m));
+       m.transparent = true;
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       if ((currentrenderentity->effects & EF_ADDITIVE)
+        || (currentrenderentity->model->flags & EF_ADDITIVE)
+        || fog)
+               m.blendfunc2 = GL_ONE;
+       m.numtriangles = 2;
+       m.index = spritepolyindex;
+       m.numverts = 4;
+       m.vertex = &v[0][0];
+       m.vertexstep = sizeof(float[4]);
+       m.cr = red;
+       m.cg = green;
+       m.cb = blue;
+       m.ca = alpha;
+       m.tex[0] = texture;
+       m.texcoords[0] = &st[0][0];
+       m.texcoordstep[0] = sizeof(float[2]);
+
+       // FIXME: negate left and right in loader
+       v[0][0] = origin[0] + frame->down * up[0] - frame->left  * left[0];
+       v[0][1] = origin[1] + frame->down * up[1] - frame->left  * left[1];
+       v[0][2] = origin[2] + frame->down * up[2] - frame->left  * left[2];
+       v[1][0] = origin[0] + frame->up   * up[0] - frame->left  * left[0];
+       v[1][1] = origin[1] + frame->up   * up[1] - frame->left  * left[1];
+       v[1][2] = origin[2] + frame->up   * up[2] - frame->left  * left[2];
+       v[2][0] = origin[0] + frame->up   * up[0] - frame->right * left[0];
+       v[2][1] = origin[1] + frame->up   * up[1] - frame->right * left[1];
+       v[2][2] = origin[2] + frame->up   * up[2] - frame->right * left[2];
+       v[3][0] = origin[0] + frame->down * up[0] - frame->right * left[0];
+       v[3][1] = origin[1] + frame->down * up[1] - frame->right * left[1];
+       v[3][2] = origin[2] + frame->down * up[2] - frame->right * left[2];
+       st[0][0] = 0;
+       st[0][1] = 1;
+       st[1][0] = 0;
+       st[1][1] = 0;
+       st[2][0] = 1;
+       st[2][1] = 0;
+       st[3][0] = 1;
+       st[3][1] = 1;
+
+       R_Mesh_Draw(&m);
 }
 
 /*
@@ -85,67 +210,58 @@ void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t
 R_DrawSpriteModel
 =================
 */
-void R_DrawSpriteModel (entity_t *e, frameblend_t *blend)
+void R_DrawSpriteModel ()
 {
-       vec3_t          forward, right, up, org, color, mins, maxs;
-       byte            colorub[4];
-       msprite_t       *psprite;
+       int                     i;
+       vec3_t          left, up, org, color;
+       mspriteframe_t *frame;
+       vec3_t diff;
+       float           fog, ifog;
 
-       if (!blend[0].lerp)
+       if (currentrenderentity->frameblend[0].frame < 0)
                return;
 
-       VectorAdd (e->render.origin, e->render.model->mins, mins);
-       VectorAdd (e->render.origin, e->render.model->maxs, maxs);
-
-//     if (R_CullBox (mins, maxs))
-//             return;
+       if (R_SpriteSetup(currentrenderentity->model->sprnum_type, org, left, up))
+               return;
 
        c_sprites++;
 
-       psprite = Mod_Extradata(e->render.model);
-       //psprite = e->model->cache.data;
-
-       if (psprite->type == SPR_ORIENTED)
-       {
-               // bullet marks on walls
-               AngleVectors (e->render.angles, forward, right, up);
-               VectorSubtract(e->render.origin, vpn, org);
-       }
+       if ((currentrenderentity->model->flags & EF_FULLBRIGHT) || (currentrenderentity->effects & EF_FULLBRIGHT))
+               color[0] = color[1] = color[2] = 1;
        else
-       {
-               // normal sprite
-               VectorCopy(vup, up);
-               VectorCopy(vright, right);
-               VectorCopy(e->render.origin, org);
-       }
+               R_CompleteLightPoint(color, currentrenderentity->origin, true, NULL);
 
-       if (e->render.scale != 1)
+       if (fogenabled)
        {
-               VectorScale(up, e->render.scale, up);
-               VectorScale(right, e->render.scale, right);
+               VectorSubtract(currentrenderentity->origin, r_origin, diff);
+               fog = exp(fogdensity/DotProduct(diff,diff));
+               if (fog > 1)
+                       fog = 1;
        }
+       else
+               fog = 0;
+       ifog = 1 - fog;
 
-       if (e->render.model->flags & EF_FULLBRIGHT || e->render.effects & EF_FULLBRIGHT)
+#ifdef LERPSPRITES
+       // LordHavoc: interpolated sprite rendering
+       for (i = 0;i < 4;i++)
        {
-               color[0] = e->render.colormod[0] * 255;
-               color[1] = e->render.colormod[1] * 255;
-               color[2] = e->render.colormod[2] * 255;
+               if (currentrenderentity->frameblend[i].lerp >= 0.01f)
+               {
+                       frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame;
+                       GL_DrawSpriteImage(false, frame, R_GetTexture(frame->texture), org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, currentrenderentity->alpha * currentrenderentity->frameblend[i].lerp);
+                       if (fog * currentrenderentity->frameblend[i].lerp >= 0.01f)
+                               GL_DrawSpriteImage(true, frame, R_GetTexture(frame->fogtexture), org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * currentrenderentity->alpha * currentrenderentity->frameblend[i].lerp);
+               }
        }
-       else
-               R_CompleteLightPoint(color, e->render.origin, true);
-
-       colorub[0] = bound(0, color[0], 255);
-       colorub[1] = bound(0, color[1], 255);
-       colorub[2] = bound(0, color[2], 255);
+#else
+       // LordHavoc: no interpolation
+       frame = NULL;
+       for (i = 0;i < 4 && currentrenderentity->frameblend[i].lerp;i++)
+               frame = currentrenderentity->model->sprdata_frames + currentrenderentity->frameblend[i].frame;
 
-       // LordHavoc: interpolated sprite rendering
-       if (blend[0].lerp)
-               GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[0].frame, org, up, right, colorub[0],colorub[1],colorub[2], e->render.alpha*255*blend[0].lerp);
-       if (blend[1].lerp)
-               GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[1].frame, org, up, right, colorub[0],colorub[1],colorub[2], e->render.alpha*255*blend[1].lerp);
-       if (blend[2].lerp)
-               GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[2].frame, org, up, right, colorub[0],colorub[1],colorub[2], e->render.alpha*255*blend[2].lerp);
-       if (blend[3].lerp)
-               GL_DrawSpriteImage(((mspriteframe_t *)(psprite->ofs_frames + (int) psprite)) + blend[3].frame, org, up, right, colorub[0],colorub[1],colorub[2], e->render.alpha*255*blend[3].lerp);
+       GL_DrawSpriteImage(false, frame, R_GetTexture(frame->texture), org, up, left, color[0] * ifog, color[1] * ifog, color[2] * ifog, currentrenderentity->alpha);
+       if (fog * currentrenderentity->frameblend[i].lerp >= 0.01f)
+               GL_DrawSpriteImage(true, frame, R_GetTexture(frame->fogtexture), org, up, left, fogcolor[0],fogcolor[1],fogcolor[2], fog * currentrenderentity->alpha);
+#endif
 }
-